Maintenance for the week of September 8:
• [COMPLETE] PC/Mac: EU megaserver for maintenance – September 9, 22:00 UTC (6:00PM EDT) - September 10, 16:00 UTC (12:00PM EDT)

Restore Bracing - Never Ask for Buffs

  • CreepyPahuska
    CreepyPahuska
    ✭✭✭
    P.S. Nobody wants to do fully charged heavy attacks. Nobody. They aren't fun. Nobody.

    Thanks for talking in the name of everybody, but I must protest. I'm a sorc tank, and my stamina management comes entirely from fully charged heavy attacks. And I love it.

    Cheers


    Creepy Pahuska
    Magicka Sorcerer Tank
    Daggerfall Covenant
    My Build - OUTDATED
    My Channel
  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    DDuke wrote: »
    DDuke wrote: »
    Liofa wrote: »
    @DDuke

    I am giving examples from trials because those are the only places where tanking matters . There are players that can solo vCoA . Can you believe it ? A dungeon that is considered ''one of the hardest'' by majority of players can be done solo . How is that is part of tanking ? After the nerf to the CoA , ICP and WGT , I suppose they won't need a tank either . New players will still have problems with every dungeon but still , once they figure it out , they will realize they don't need a tank . What else in this game is left for tanks other than trials ? That is what matters and ZOS is trying to make it more boring for tanks by nerfing tanks . They could have given us damage reduction while blocking or something like that . What Weapon and Spell damage does for me ? Nothing ! I highly doubt they read any of these so there won't be any change anyways . I will just try to enjoy my extra 200 weapon damage if boss lives long enough to make me stack 10 charges of it .

    Yes, I know.

    And what do you have to do in order to solo them? That's right, you need to tank things.

    More weapon & spell damage means you are going to deal more damage and heal more, so they're certainly doing something (unless you're one of those tanks that just hold block & stand there taunting boss, in which case please dont ever grp with me).

    Also, trial tanks are going to adapt & make things work even after this patch.
    Disclaimer: I am not saying Bracing wont hurt trials tanking, since it's clearly a nerf there when you have to hold block.

    Having new players learn resource management before they get to the trials is only a good thing.


    For 4-man content & PvP (yes, these small aspects of the game...) tanking got buffed. Get over it.
    All of 'boosts' means completely nothing for classical dk tanks don't forget this. Most of your comments comes from magplar perspective who was always OP in pve just because of sweeps.

    Tank DK cannot constantly healout while damaging, you can spam deep breath on adds, but it will not help you on boss.

    Basic idea of your posts is "i do support stupid stack damage meta", problem is: not everyone supports it, i know only two people who does want this as only one available ways to play: it's you, and @Wrobel

    It's not about stacking damage, it's about stacking mitigation.

    You can go in as a medium armour Nightblade & try to tank things with your 5k weapon damage, it just doesn't work.


    Tanking is about mitigating damage surviving, not about holding RMB or killing bosses before mechanics.

    I'm fairly certain you can make magicka, and especially stamina DK tank work as well with the right skill setup & gear, but I havent theorycrafted much around that.
    Yeah, you can't tank with pure stamblade, but you can reroll into magblade in light S&B with 4k spell damage and tank successfully, which is ridiculous, don't you think? And he will hold 'RMB' almost all the time.

    It's not about 'adapt' it's about 'stack damage until your attacks will not healout you instantly'

    And just what kind of DPS uses S&B? That's a semi-tank already, though I do agree that being able to tank in light armor is silly and you should be much squishier in it.

    Also, I'm not sure if I'm understanding this right but... somehow this magicka NB in light armor can block enough without Bracing passive and with a minimal stamina pool.

    What are we complaining about again?
    Edited by DDuke on April 28, 2016 3:02PM
  • SirSilverMask
    DDuke wrote: »
    DDuke wrote: »
    Liofa wrote: »
    @DDuke

    I am giving examples from trials because those are the only places where tanking matters . There are players that can solo vCoA . Can you believe it ? A dungeon that is considered ''one of the hardest'' by majority of players can be done solo . How is that is part of tanking ? After the nerf to the CoA , ICP and WGT , I suppose they won't need a tank either . New players will still have problems with every dungeon but still , once they figure it out , they will realize they don't need a tank . What else in this game is left for tanks other than trials ? That is what matters and ZOS is trying to make it more boring for tanks by nerfing tanks . They could have given us damage reduction while blocking or something like that . What Weapon and Spell damage does for me ? Nothing ! I highly doubt they read any of these so there won't be any change anyways . I will just try to enjoy my extra 200 weapon damage if boss lives long enough to make me stack 10 charges of it .

    Yes, I know.

    And what do you have to do in order to solo them? That's right, you need to tank things.

    More weapon & spell damage means you are going to deal more damage and heal more, so they're certainly doing something (unless you're one of those tanks that just hold block & stand there taunting boss, in which case please dont ever grp with me).

    Also, trial tanks are going to adapt & make things work even after this patch.
    Disclaimer: I am not saying Bracing wont hurt trials tanking, since it's clearly a nerf there when you have to hold block.

    Having new players learn resource management before they get to the trials is only a good thing.


    For 4-man content & PvP (yes, these small aspects of the game...) tanking got buffed. Get over it.

    So now by following that logic, one person wears heavy armor and deals slightly less damage, and because everything hits like a wet noodle no blocking is even necessary except for an occasional heavy attack from a boss. Is that really where the game should be going?

    Yes.

    I prefer using skills and abilities to holding down one mouse button.

    You should have come out at the beginning of the thread and said that you want ZOS to get rid of tanks then if that is how you feel.
    And now where did I say that tanks should just be holding down RMB. Tanks can and should still weave in a light attack and skill to either buff the group, provide cc, or deal some damage, however they should not be able to be the primary damage dealers. They should be required to also block attacks and keep aggro. The changes are basically moving away from having someone actually be needed to tank or have the specialty equipment to tank, unless you only look at trials.
    Edited by SirSilverMask on April 28, 2016 3:02PM
  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    DDuke wrote: »
    DDuke wrote: »
    Liofa wrote: »
    @DDuke

    I am giving examples from trials because those are the only places where tanking matters . There are players that can solo vCoA . Can you believe it ? A dungeon that is considered ''one of the hardest'' by majority of players can be done solo . How is that is part of tanking ? After the nerf to the CoA , ICP and WGT , I suppose they won't need a tank either . New players will still have problems with every dungeon but still , once they figure it out , they will realize they don't need a tank . What else in this game is left for tanks other than trials ? That is what matters and ZOS is trying to make it more boring for tanks by nerfing tanks . They could have given us damage reduction while blocking or something like that . What Weapon and Spell damage does for me ? Nothing ! I highly doubt they read any of these so there won't be any change anyways . I will just try to enjoy my extra 200 weapon damage if boss lives long enough to make me stack 10 charges of it .

    Yes, I know.

    And what do you have to do in order to solo them? That's right, you need to tank things.

    More weapon & spell damage means you are going to deal more damage and heal more, so they're certainly doing something (unless you're one of those tanks that just hold block & stand there taunting boss, in which case please dont ever grp with me).

    Also, trial tanks are going to adapt & make things work even after this patch.
    Disclaimer: I am not saying Bracing wont hurt trials tanking, since it's clearly a nerf there when you have to hold block.

    Having new players learn resource management before they get to the trials is only a good thing.


    For 4-man content & PvP (yes, these small aspects of the game...) tanking got buffed. Get over it.

    So now by following that logic, one person wears heavy armor and deals slightly less damage, and because everything hits like a wet noodle no blocking is even necessary except for an occasional heavy attack from a boss. Is that really where the game should be going?

    Yes.

    I prefer using skills and abilities to holding down one mouse button.

    You should have come out at the beginning of the thread and said that you want ZOS to get rid of tanks then if that is how you feel.
    Tanks can still weave in a light attack and skill to either buff the group, provide cc, or deal some damage, however they should not be able to be the primary damage dealers. They should be required to also block attacks and keep aggro. The changes are basically moving away from having someone actually be needed to tank or have the specialty equipment to tank, unless you only look at trials.

    Who said that?

    All I'm saying is that you don't need to block every attack. Not even close.

    And how do you accomplish that? By using the skills on your bar of course and only blocking the necessary attacks.
    Edited by DDuke on April 28, 2016 3:05PM
  • Armitas
    Armitas
    ✭✭✭✭✭
    ✭✭✭✭
    What do we gain by this change?
    • A greater restriction to permablocking in PvP at the expense of the casual or periods of temporary blocking that used to be a natural capacity of wearing heavy armor.
    • Deeper resource management designed to make tanking more developed than simply aggro management

    Why are these solutions the best solutions for these problems? It seems to me that they just are solutions, not the best or even good solutions. Why are they not going for more robust solutions

    Second question. If I can reach mit cap in Light armor, why shouldn't I couple blocking to my Light armor pieces and just tank in light armor? It almost seems as if heavy armor becomes the least ideal armor type for tanking and that just seems bizarre to me.
    Edited by Armitas on April 28, 2016 3:31PM
    Retired.
    Nord mDK
  • Personofsecrets
    Personofsecrets
    ✭✭✭✭✭
    ✭✭✭
    Keep in mind that
    P.S. Nobody wants to do fully charged heavy attacks. Nobody. They aren't fun. Nobody.

    Thanks for talking in the name of everybody, but I must protest. I'm a sorc tank, and my stamina management comes entirely from fully charged heavy attacks. And I love it.

    Cheers


    Sorry!
  • Sugaroverdose
    Sugaroverdose
    ✭✭✭✭✭
    DDuke wrote: »
    DDuke wrote: »
    DDuke wrote: »
    Liofa wrote: »
    @DDuke

    I am giving examples from trials because those are the only places where tanking matters . There are players that can solo vCoA . Can you believe it ? A dungeon that is considered ''one of the hardest'' by majority of players can be done solo . How is that is part of tanking ? After the nerf to the CoA , ICP and WGT , I suppose they won't need a tank either . New players will still have problems with every dungeon but still , once they figure it out , they will realize they don't need a tank . What else in this game is left for tanks other than trials ? That is what matters and ZOS is trying to make it more boring for tanks by nerfing tanks . They could have given us damage reduction while blocking or something like that . What Weapon and Spell damage does for me ? Nothing ! I highly doubt they read any of these so there won't be any change anyways . I will just try to enjoy my extra 200 weapon damage if boss lives long enough to make me stack 10 charges of it .

    Yes, I know.

    And what do you have to do in order to solo them? That's right, you need to tank things.

    More weapon & spell damage means you are going to deal more damage and heal more, so they're certainly doing something (unless you're one of those tanks that just hold block & stand there taunting boss, in which case please dont ever grp with me).

    Also, trial tanks are going to adapt & make things work even after this patch.
    Disclaimer: I am not saying Bracing wont hurt trials tanking, since it's clearly a nerf there when you have to hold block.

    Having new players learn resource management before they get to the trials is only a good thing.


    For 4-man content & PvP (yes, these small aspects of the game...) tanking got buffed. Get over it.
    All of 'boosts' means completely nothing for classical dk tanks don't forget this. Most of your comments comes from magplar perspective who was always OP in pve just because of sweeps.

    Tank DK cannot constantly healout while damaging, you can spam deep breath on adds, but it will not help you on boss.

    Basic idea of your posts is "i do support stupid stack damage meta", problem is: not everyone supports it, i know only two people who does want this as only one available ways to play: it's you, and @Wrobel

    It's not about stacking damage, it's about stacking mitigation.

    You can go in as a medium armour Nightblade & try to tank things with your 5k weapon damage, it just doesn't work.


    Tanking is about mitigating damage surviving, not about holding RMB or killing bosses before mechanics.

    I'm fairly certain you can make magicka, and especially stamina DK tank work as well with the right skill setup & gear, but I havent theorycrafted much around that.
    Yeah, you can't tank with pure stamblade, but you can reroll into magblade in light S&B with 4k spell damage and tank successfully, which is ridiculous, don't you think? And he will hold 'RMB' almost all the time.

    It's not about 'adapt' it's about 'stack damage until your attacks will not healout you instantly'

    And just what kind of DPS uses S&B? That's a semi-tank already, though I do agree that being able to tank in light armor is silly and you should be much squishier in it.

    Also, I'm not sure if I'm understanding this right but... somehow this magicka NB in light armor can block enough without Bracing passive and with a minimal stamina pool.

    What are we complaining about again?
    Two words: syphoning attacks
  • kojou
    kojou
    ✭✭✭✭✭
    ✭✭
    Just did some tests of tanking with my DK on PTS.

    For one test I basically I walked up Nomeg Hyril in Bangkorai and smacked him in the face and held down block. I went for 316 seconds holding block the entire time and eventually the boss died of my reposte and Pierce Armor. On live I would need to weave in heavy attacks to do the same so for basic single boss tanking I think we are better than live. If I stepped out of the "puddles" and side stepped the "cones" I could keep my stamina up even easier. I also typically pop a few Igneous Shields to add the 5% stamina from helping hands.

    Speaking of heavy attacks did anyone forget to look at the new "Rapid Mending" passive. Increase Healing by 8% for 5 pieces (vs 7% with 7 pieces of heavy armor on live) and the new buff of +50% more stamina restored with heavy attacks. I know some tanks don't like having to weave heavy attacks, but as a heavy attack weaver I am happy about that change.

    I will say that during trash pulls and fights with lots of adds you can get your stamina chewed up really fast, but I don't block most of their attacks anyway. With the buff to Harness Magicka I may just stack it with Igneous and forget about blocking most things altogether.

    In general so far I've found that Heavy Armor and tanking is getting a buff. As much as I would rather have Bracing than the new Wrath passive (I guess they had to leave heavy armor with one useless passive) if they left Bracing as it was then it would be OP with all the other changes to passives and the change to the Sturdy trait. You could probably get block cost close to zero and the new Constitution Passive which gives 930 Magic and Stamina every 4 seconds with 5 pieces of heavy (WTB Black Rose Jewelry :smile: ) would take care of the rest.

    On a side note, I am *not* going to acquire any new gear. Tempering Alloy is way too expensive and the block cost reduction doesn't seem worth it for Sturdy. Putting the 3 "Shield Play" enchants on your jewelry seems like a better option to me and should give plenty of cost reduction along with 75 points in "Block Expertise" for 20% block cost reduction. Lets also not forget that "Fortress" also lowers block cost another 30%.

    Anyway that is my 2 cents to the discussion.
    Playing since beta...
  • SirSilverMask
    Just did some tests of tanking with my DK on PTS.

    For one test I basically I walked up Nomeg Hyril in Bangkorai and smacked him in the face and held down block. I went for 316 seconds holding block the entire time and eventually the boss died of my reposte and Pierce Armor. On live I would need to weave in heavy attacks to do the same so for basic single boss tanking I think we are better than live. If I stepped out of the "puddles" and side stepped the "cones" I could keep my stamina up even easier. I also typically pop a few Igneous Shields to add the 5% stamina from helping hands.

    Speaking of heavy attacks did anyone forget to look at the new "Rapid Mending" passive. Increase Healing by 8% for 5 pieces (vs 7% with 7 pieces of heavy armor on live) and the new buff of +50% more stamina restored with heavy attacks. I know some tanks don't like having to weave heavy attacks, but as a heavy attack weaver I am happy about that change.

    I will say that during trash pulls and fights with lots of adds you can get your stamina chewed up really fast, but I don't block most of their attacks anyway. With the buff to Harness Magicka I may just stack it with Igneous and forget about blocking most things altogether.

    In general so far I've found that Heavy Armor and tanking is getting a buff. As much as I would rather have Bracing than the new Wrath passive (I guess they had to leave heavy armor with one useless passive) if they left Bracing as it was then it would be OP with all the other changes to passives and the change to the Sturdy trait. You could probably get block cost close to zero and the new Constitution Passive which gives 930 Magic and Stamina every 4 seconds with 5 pieces of heavy (WTB Black Rose Jewelry :smile: ) would take care of the rest.

    On a side note, I am *not* going to acquire any new gear. Tempering Alloy is way too expensive and the block cost reduction doesn't seem worth it for Sturdy. Putting the 3 "Shield Play" enchants on your jewelry seems like a better option to me and should give plenty of cost reduction along with 75 points in "Block Expertise" for 20% block cost reduction. Lets also not forget that "Fortress" also lowers block cost another 30%.

    Anyway that is my 2 cents to the discussion.

    The thread has already pointed out that tanking against a single enemy has been buffed. However, the main focus of the problem with the change, which everyone seems to agree on is the fact that blocking in trials where you need to aggro the mobs and block the damage has been handicapped. That is beside the point that tanks aren't really necessary anywhere else in the game so the new 4 man content needs to be developed which actually requires coordination and a real tank. ZOS is going down a slope of nerfing content and tanks, rather then looking to provide new and challenging content especially for 4 man teams.
  • birch44
    birch44
    ✭✭✭
    From what I've seen so far on the PTS, the changes, while not ideal, are not bad. Tanks keep playing chicken little everytime there is a major change. I would much rather keep bracing but games change and evolve. You can either change with them or find a game that makes you happy.

    WTB AOE TAUNT PLZ!!!!
    Edited by birch44 on April 28, 2016 3:36PM
    DK Tank
    Mag DK
    Temp Heals
    Mag Sorc
    Stam NB
  • VaxtinTheWolf
    VaxtinTheWolf
    ✭✭✭✭✭
    birch44 wrote: »
    From what I've seen so far on the PTS, the changes, while not ideal, are not bad. Tanks keep playing chicken little everytime there is a major change. I would much rather keep bracing but games change and evolve. You can either change with them or find a game that makes you happy.

    WTB AOE TAUNT PLZ!!!!

    Something I made up.

    The Champion's Pledge
    (2) Adds Health
    (3) Grants healing received
    (4) Adds Physical and Spell Resistance
    (5) Call To Battle
    -Every 15 seconds while in combat, taunt nearby enemies to attack you for 5 seconds. (10m Radius)
    || AD - Rah'Jiin Lv50 Khajiit Nightblade (Damage) || EP - Generic Argonian Lv50 Argonian Nightblade (Tank) || DC - Zinkotsu Lv50 Breton Nightblade (Healer) ||
    || DC - Ja'Kiro Feral-Heart Lv50 Khajiit Dragonknight (Damage) || EP - VaxtinTheWolf Lv50 Redguard Templar (Tank) || AD - Velik Iranis Lv50 Dark Elf Sorcerer (Tank ) ||
    || EP - Einvarg The Frozen Lv50 Nord Warden (Tank/Healer) || EP - Keem-Ja Lv4 Argonian Necromancer (Healer/Tank) ||
    PC - North American Server (Champion 1300+)
  • Personofsecrets
    Personofsecrets
    ✭✭✭✭✭
    ✭✭✭
    birch44 wrote: »
    From what I've seen so far on the PTS, the changes, while not ideal, are not bad. Tanks keep playing chicken little everytime there is a major change. I would much rather keep bracing but games change and evolve. You can either change with them or find a game that makes you happy.

    WTB AOE TAUNT PLZ!!!!

    We have made the game better via feedback before and will continue to.
  • Personofsecrets
    Personofsecrets
    ✭✭✭✭✭
    ✭✭✭
    Just did some tests of tanking with my DK on PTS.

    For one test I basically I walked up Nomeg Hyril in Bangkorai and smacked him in the face and held down block. I went for 316 seconds holding block the entire time and eventually the boss died of my reposte and Pierce Armor. On live I would need to weave in heavy attacks to do the same so for basic single boss tanking I think we are better than live. If I stepped out of the "puddles" and side stepped the "cones" I could keep my stamina up even easier. I also typically pop a few Igneous Shields to add the 5% stamina from helping hands.

    Speaking of heavy attacks did anyone forget to look at the new "Rapid Mending" passive. Increase Healing by 8% for 5 pieces (vs 7% with 7 pieces of heavy armor on live) and the new buff of +50% more stamina restored with heavy attacks. I know some tanks don't like having to weave heavy attacks, but as a heavy attack weaver I am happy about that change.

    I will say that during trash pulls and fights with lots of adds you can get your stamina chewed up really fast, but I don't block most of their attacks anyway. With the buff to Harness Magicka I may just stack it with Igneous and forget about blocking most things altogether.

    In general so far I've found that Heavy Armor and tanking is getting a buff. As much as I would rather have Bracing than the new Wrath passive (I guess they had to leave heavy armor with one useless passive) if they left Bracing as it was then it would be OP with all the other changes to passives and the change to the Sturdy trait. You could probably get block cost close to zero and the new Constitution Passive which gives 930 Magic and Stamina every 4 seconds with 5 pieces of heavy (WTB Black Rose Jewelry :smile: ) would take care of the rest.

    On a side note, I am *not* going to acquire any new gear. Tempering Alloy is way too expensive and the block cost reduction doesn't seem worth it for Sturdy. Putting the 3 "Shield Play" enchants on your jewelry seems like a better option to me and should give plenty of cost reduction along with 75 points in "Block Expertise" for 20% block cost reduction. Lets also not forget that "Fortress" also lowers block cost another 30%.

    Anyway that is my 2 cents to the discussion.

    Thank you for testing againt Nomeg Hyril. I wonder if we can still tank the dreaded roving pyre of reapers march.
  • Personofsecrets
    Personofsecrets
    ✭✭✭✭✭
    ✭✭✭

    "- The combination of the Fortress and Bracing passive effects are something that I appreciate. I think that development really carefully considered block cost mitigation during its initial creation. It is frustrating that diminished returns severely affects this stat, but these two passives, and especially so in tandem, are what really make sword and board or heavy armor valuable"

    @Wrobel @ZOS_Finn , I wrote those words during last February as part of the tanking feedback thread where @ZOS_Finn asked for tanking feedback. Im not just making up outrage over this nerf without reason and if my feedback had been more carefully considered, then players may be happy about ESO and their role rather than disgruntled.


  • Arthg
    Arthg
    ✭✭✭✭✭
    I've been trying to follow this thread, but it's long, so I apologize in advance if somebody has already answered the following questions:

    Has anybody tanked the trials on PTS yet?
    Do they feel it's harder/easier/as difficult to tank there?
    PC/EU. NoCP PvP. sDK Orc IRL. Flawless tamperor. Pro scrub.
  • kojou
    kojou
    ✭✭✭✭✭
    ✭✭
    Just did some tests of tanking with my DK on PTS.

    For one test I basically I walked up Nomeg Hyril in Bangkorai and smacked him in the face and held down block. I went for 316 seconds holding block the entire time and eventually the boss died of my reposte and Pierce Armor. On live I would need to weave in heavy attacks to do the same so for basic single boss tanking I think we are better than live. If I stepped out of the "puddles" and side stepped the "cones" I could keep my stamina up even easier. I also typically pop a few Igneous Shields to add the 5% stamina from helping hands.

    Speaking of heavy attacks did anyone forget to look at the new "Rapid Mending" passive. Increase Healing by 8% for 5 pieces (vs 7% with 7 pieces of heavy armor on live) and the new buff of +50% more stamina restored with heavy attacks. I know some tanks don't like having to weave heavy attacks, but as a heavy attack weaver I am happy about that change.

    I will say that during trash pulls and fights with lots of adds you can get your stamina chewed up really fast, but I don't block most of their attacks anyway. With the buff to Harness Magicka I may just stack it with Igneous and forget about blocking most things altogether.

    In general so far I've found that Heavy Armor and tanking is getting a buff. As much as I would rather have Bracing than the new Wrath passive (I guess they had to leave heavy armor with one useless passive) if they left Bracing as it was then it would be OP with all the other changes to passives and the change to the Sturdy trait. You could probably get block cost close to zero and the new Constitution Passive which gives 930 Magic and Stamina every 4 seconds with 5 pieces of heavy (WTB Black Rose Jewelry :smile: ) would take care of the rest.

    On a side note, I am *not* going to acquire any new gear. Tempering Alloy is way too expensive and the block cost reduction doesn't seem worth it for Sturdy. Putting the 3 "Shield Play" enchants on your jewelry seems like a better option to me and should give plenty of cost reduction along with 75 points in "Block Expertise" for 20% block cost reduction. Lets also not forget that "Fortress" also lowers block cost another 30%.

    Anyway that is my 2 cents to the discussion.

    The thread has already pointed out that tanking against a single enemy has been buffed. However, the main focus of the problem with the change, which everyone seems to agree on is the fact that blocking in trials where you need to aggro the mobs and block the damage has been handicapped. That is beside the point that tanks aren't really necessary anywhere else in the game so the new 4 man content needs to be developed which actually requires coordination and a real tank. ZOS is going down a slope of nerfing content and tanks, rather then looking to provide new and challenging content especially for 4 man teams.

    I agree about the 4 man dungeons. There are only a few fights left that require a tank.

    In most trials fights the tank generally taunts and blocks one main Boss and potentially a priority "flag bearing" add. The SO trial with all the troll pulls could probably get rough if you held down block the whole time, but that is a problem in live too. If you just hold down block then the 20% that bracing gives you won't keep you from running out of stamina. You still have to do other things to keep stamina in the bar.
    Just did some tests of tanking with my DK on PTS.

    For one test I basically I walked up Nomeg Hyril in Bangkorai and smacked him in the face and held down block. I went for 316 seconds holding block the entire time and eventually the boss died of my reposte and Pierce Armor. On live I would need to weave in heavy attacks to do the same so for basic single boss tanking I think we are better than live. If I stepped out of the "puddles" and side stepped the "cones" I could keep my stamina up even easier. I also typically pop a few Igneous Shields to add the 5% stamina from helping hands.

    Speaking of heavy attacks did anyone forget to look at the new "Rapid Mending" passive. Increase Healing by 8% for 5 pieces (vs 7% with 7 pieces of heavy armor on live) and the new buff of +50% more stamina restored with heavy attacks. I know some tanks don't like having to weave heavy attacks, but as a heavy attack weaver I am happy about that change.

    I will say that during trash pulls and fights with lots of adds you can get your stamina chewed up really fast, but I don't block most of their attacks anyway. With the buff to Harness Magicka I may just stack it with Igneous and forget about blocking most things altogether.

    In general so far I've found that Heavy Armor and tanking is getting a buff. As much as I would rather have Bracing than the new Wrath passive (I guess they had to leave heavy armor with one useless passive) if they left Bracing as it was then it would be OP with all the other changes to passives and the change to the Sturdy trait. You could probably get block cost close to zero and the new Constitution Passive which gives 930 Magic and Stamina every 4 seconds with 5 pieces of heavy (WTB Black Rose Jewelry :smile: ) would take care of the rest.

    On a side note, I am *not* going to acquire any new gear. Tempering Alloy is way too expensive and the block cost reduction doesn't seem worth it for Sturdy. Putting the 3 "Shield Play" enchants on your jewelry seems like a better option to me and should give plenty of cost reduction along with 75 points in "Block Expertise" for 20% block cost reduction. Lets also not forget that "Fortress" also lowers block cost another 30%.

    Anyway that is my 2 cents to the discussion.

    Thank you for testing againt Nomeg Hyril. I wonder if we can still tank the dreaded roving pyre of reapers march.

    The idea was to get a feel for resource management, and he worked as well as anything with a mix of AoE puddles and heavy attacks to see if I could maintain my stamina. Plus he was close to a wayshrine. Sorry he wasn't impressive enough...
    Playing since beta...
  • Personofsecrets
    Personofsecrets
    ✭✭✭✭✭
    ✭✭✭
    Accident post
    Edited by Personofsecrets on April 28, 2016 6:30PM
  • Glory
    Glory
    Class Representative
    I know that so many of you have different ideas about tanking, but let me still ask the following question. Do tanks really need to get nerfed more?

    I see that I have been summoned to this thread 37 times... :D

    Enjoy the wall of text below.

    Took me about an hour to read through all 12 pages. Here are my thoughts when I read all the numerous changes to tanking/HA, with the perspective from both PvE and PvP:
    • It is clear that none of the new sets would be useful for tanking. I thought for a second about using the Harbinger set for PvP tanking (definitely not PvE), but 3% return damage on no duration attacks (considering half the attacks in game are considered "duration" attacks...) is completely negligible.
    • The overall cost increase due to the removal of veteran ranks is another unfortunate outcome that I felt was preventable, but I do not consider this to be a nerf to any particular playstyle, as it is universal.
    • Slightly unrelated, but poisons will make tanking in PvP absolutely miserable as they combine effects such as immobilization and sustain reduction, which will most substantially affect the "take a beating" PvP tank playstyle more than the slippery folk.
    • I saw Defending weapon trait and still was meh about it. Physical and Spell Resistances feel valuable to me up to a certain point, and a flat value is a nice buff (more so to non-heavy armor wearers...).
    • I saw the new Decisive trait and got excited for my DK Tava's ultimate generation tank, but then saw that there is an RNG component to receive only 1 extra ultimate whenever I obtain ultimate. I need to do the math on it, but other traits like sharpened have been shown to have more direct benefits.
    • Nirnhoned and Reinforced seem very similar, I don't quite get why they're pushing them to be basically mirrors over time?
    • I saw Sturdy and initially thought it would be OP. Then I saw that Bracing was removed and realized that this change was basically taking away a passive benefit and putting it somewhere where I would have to make sacrifices (lose Impenetrable for PvP, Divines for PvE) to obtain block cost reduction.
    • I like the change to Constitution, as I think it puts resource management of heavy armor DPS builds for PvP to be on par with the other armor types. I would personally prefer a lower number alongside a reduced cooldown per hit taken.
    • The removal of Bracing , as this topic is mainly focused on, I see as a bad move personally. The argument seems to have been made that one should simply switch to sturdy, and then the Sturdy+Constitution ends up being good enough. I would counter that the change to Wrath removes the core component of even using heavy armor for its passives. In the end, an armor type is primarily chosen for its passives, and this was by far the most valuable one.
    • I think Juggernaut buff is fair, considering it makes it similar to other armor type passives.
    • I don't care too much for the Rapid Mending buff. It is a slight increase to healing received which I often find negligible, and I honestly hate having to use heavy attacks anyway (seems to be a popular opinion amongst tanks).

    Overall, I think some things were received well and others were not. At the moment, it sounds like running a light/medium armor tank with sturdy will be better than a heavy armor sturdy tank, which I find offensive.

    Here are some suggested change ideas, that I'm sure will be thrown under the bus and curb stomped. Please understand that the values may not be balanced!
    • Many seem to enjoy the new passive Wrath, as it adds a new component to heavy armor in PvP. I also enjoy it, but the problem is that it replaces the most enjoyed passive in the tree, Bracing. Thus, I would suggest that Wrath replaces something less loved, like the health recovery component of Constitution, or even Resolve, Rapid Mending, etc. I would take a hit to those other passives to retain Bracing (even if it got nerfed to 10% or something).
    • I clearly understand that having Bracing, Champion Points, Enchants, and the new Sturdy would be too strong in most cases. I think Sturdy would be better suited to give something like flat damage resistance (who wouldn't love 1% damage resist?), resistance to CC (maybe a chance to give immovability would be neat!), or damage return (I don't know!!). After all, sturdy is defined as "strongly and solidly built."
    • Many are happy with the Constitution buff, citing the increased resource gain. I think this is awesome as well. I would potentially suggest that the base resource return gets lowered and each additional (non-DoT) hit within 4 seconds reduces the cooldown. EG: You get hit once, and you receive 750 resources and start the 4s CD. If you get hit again, the CD drops by .5 seconds. It would need balancing but could be nice to tank larger groups of enemies!
    • Introduce/buff more sets that benefit tanking. I know that tanking is not for everyone, but people used to (and still do) love using sets that provide unique bonuses fit for a tank role. Examples include Tava's Favor, Fasalla's, the old Twin Sisters pre-nerf, Footman, Bloodspawn, Hist Bark, etc. I would love a version of Glorious Defender (true to my namesake!) for PvP if I could have a 20% chance to dodge the next attack (a la shuffle...), an updated Akatosh Blessed Armor (un-nerfed...), Bastion of the Heartland for PvP, etc.

    Just my 25c! Rip me apart :smiley:

    As I am currently stuck behind a "Content Write Failed" error that prevents me from even downloading the PTS, I cannot provide numbers or builds, but simply provide insight regarding tanking in general and how I perceive the changes to be heading for this current PTS patch. I will say that my days of tanking endgame trials has diminished, as I mostly just tank pledges on subpar builds for the challenge in PvE, and play my tanky mDK for the past few patches where it was considered absolutely inviable and all others fled to their magicka sorcerers.
    Edited by Glory on April 28, 2016 5:08PM
    mDK will rise again.
    Rebuild Necromancer pet AI.

    @Glorious since I have too many characters to list

    Ádamant

    Strongly against Faction Lock
  • hrothbern
    hrothbern
    ✭✭✭✭✭
    For Tanks that are worried that they run into Stamina issues

    In the bigger picture of the DB DLC Poisons were added, and the following Poison is particulary useful for Magicka and Stamina regain.

    It procs from Light Attacks. But I do not have a precise proc chance. I also tested whether it procs from Pierce Armor, and it does, but very, very irreliable (so a low chance).
    You can see in the CLS log that the tooltip values of the Poison do indeed also appear in CLS.
    So... if you are low in either Stamina or Magicka you can for both get around 3k with a LA, and the 4k Heal is not bad too.
    No real need for a risky Heavy Attack :)

    In the screenshot shown, there is no Stamina restore, but that does function as well. So normally in combat you get all three.
    You can BTW do different Poisons on the two Weapon bars.

    hHM4Jun.jpg?1

    For people that are not yet well informed about Poisons.
    Every time you make "a" Poison, you get 16 flasks.

    Edited by hrothbern on April 28, 2016 6:25PM
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • MrTarkanian48
    MrTarkanian48
    ✭✭✭✭
    I just don't understand why they have to change everything so drastically with each patch. People will overcome and adapt. Spend a 1,000,000 gold on mats to make new gear with Sturdy Trait mixed in. Maybe throw another reduced block cost enchant on (if they weren't using 3 already). And end up in the same ballpark as before the patch.

    And the whole reason is so that Heavy Armor users can get 200 extra damage if they get hit 10 times within 6 second duration of eachother... hardly a gamechanger.

    If I am a HA user and I want 200 damage, I'll throw a Damage Glyph on my jewelry and switch to sharpened trait.... This situation dependent damage will still not make up for the lost Crit %, Weapon Damage, Spell penetration, and resource management (perhaps the Constitution change will make this somewhat more even but you still lack the reduced cost) that light and medium armor offer in PVP.

    If the idea was to balance HA for PVP they should have revised Sharpened/Nirnhoned traits from a % to a flat value. Granted they did do this, but it is buffed beyond what it was. At the 33,150 armor cap Sharpened ignores 4641 armor. Now its like 5.1k. I guess at least it affects all armor weights equally. Or they could make Impenetrable Trait scale more efficiently with Heavy Armor.

    Either way the change just seems more pointless/annoying than anything else
    Wood Elf Stam NB (PVP)
    Redguard Stam Sorc (PVP)
    Altmer NB (DPS)
    Imperial DK (Tank)
    Redguard DK (DPS)
    Altmer Templar (Healer)

    EP - PS4
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    As much of the damage mitigation/avoidance in this game relies on players actively doing something (blocking, dodging, shielding) as opposed to actually relying on their armor passively, it goes a long way to undermining the whole purpose of heavy armor in the first place.

    IMHO, the new patch has exacerbated this by removing bracing and in effect making the passive available to everyone (provided they invest in the sturdy trait). I don't think this was strictly necessary because light and medium armors already have their own means to mitigate/avoid damage and if they really want to block, they just need to equip a shield. If ZoS is absolutely dead set on the idea that a light armor tank should be able to do MoL for the sake of "play how you want," then there should be a specific light armor "tank" set with something akin to the Bracing passive. I think the Bracing passive (or something like it that helps 5 piece Heavy armor users stand out mitigation-wise) really belongs in the Heavy Armor tree and not on an armor trait.

    Bracing + new constitution = OP Vs. single targets, probably, but there is a better means to juggle the generally good idea behind these changes (which I mostly support ... heavy armor was in a bad way and should do more than just soak damage) than what is on the PTS at the moment.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Oompuh
    Oompuh
    ✭✭✭✭✭
    hrothbern wrote: »
    For Tanks that are worried that they run into Stamina issues

    In the bigger picture of the DB DLC Poisons were added, and the following Poison is particulary useful for Magicka and Stamina regain.

    It procs from Light Attacks. But I do not have a precise proc chance. I also tested whether it procs from Pierce Armor, and it does, but very, very irreliable (so a low chance).
    You can see in the CLS log that the tooltip values of the Poison do indeed also appear in CLS.
    So... if you are low in either Stamina or Magicka you can for both get around 3k with a LA, and the 4k Heal is not bad too.
    No real need for a risky Heavy Attack :)

    In the screenshot shown, there is no Stamina restore, but that does function as well. So normally in combat you get all three.
    You can BTW do different Poisons on the two Weapon bars.

    hHM4Jun.jpg?1

    For people that are not yet well informed about Poisons.
    Every time you make "a" Poison, you get 16 flasks.

    I would like to test the difference between this and pure absorb stamina enchant. This also gives Magicka and health which is great
    Xbox NA - Oompa
    Khajiit DK Tank
    Founder of Major Aegis
    Main Tank of Dissonant Crusade Uprising Savages
  • VaxtinTheWolf
    VaxtinTheWolf
    ✭✭✭✭✭
    You can just use both. When your potions run out, you'll just use the weapon enchant of absorption until you get a refill.
    || AD - Rah'Jiin Lv50 Khajiit Nightblade (Damage) || EP - Generic Argonian Lv50 Argonian Nightblade (Tank) || DC - Zinkotsu Lv50 Breton Nightblade (Healer) ||
    || DC - Ja'Kiro Feral-Heart Lv50 Khajiit Dragonknight (Damage) || EP - VaxtinTheWolf Lv50 Redguard Templar (Tank) || AD - Velik Iranis Lv50 Dark Elf Sorcerer (Tank ) ||
    || EP - Einvarg The Frozen Lv50 Nord Warden (Tank/Healer) || EP - Keem-Ja Lv4 Argonian Necromancer (Healer/Tank) ||
    PC - North American Server (Champion 1300+)
  • Jade1986
    Jade1986
    ✭✭✭✭✭
    ✭✭✭
    All this talkabout trials is great, but until you get attacked by a swarm of people in pvp you dont understand how awful this change really is. Not only will I lose my stamina much quicker due to bracing being scrapped and cost of blocking being increased, but I will no longer have my impen traits on my armor due to having to replace them with sturdy, meaning i will take more damage due to crits, and run out of stamina faster.

    GG ZoS, GG indeed. How about removing the armor passive for rolling? Ya know, at least give MA the SAME treatment instead of just donkey punching HA and blocking.
  • zerosingularity
    zerosingularity
    ✭✭✭✭
    Interesting about the poison, will make a note of that.

    Perhaps a compromise is to add half of the Bracing passive back to the Wrath passive, since it is lackluster at best.
    NA-PC

    Kaineth - Stamina Nightblade (Weakest Player Ever!)
    Elena Stormwood - Magicka Sorcerer (vMA no Death 12/21/15 Score 401148)
    Sheila Feyrondas - Magicka Dragonknight Tank (Frost staves are gonna be fun!)

    *Disclaimer* I fail at emotional communication, so assume what I say is NOT meant to be offensive.
  • Armitas
    Armitas
    ✭✭✭✭✭
    ✭✭✭✭
    laced wrote: »
    All this talkabout trials is great, but until you get attacked by a swarm of people in pvp you dont understand how awful this change really is. Not only will I lose my stamina much quicker due to bracing being scrapped and cost of blocking being increased, but I will no longer have my impen traits on my armor due to having to replace them with sturdy, meaning i will take more damage due to crits, and run out of stamina faster.

    Although PvE and PvP are both very important to me PvP will always be my primary love and is my first concern over this change. I expect the same thing to occur for me.
    ________________
    If people don't know what a tanking role is in PvP I will explain it. PvP tanking is not walking around holding block while casting the occasional skill, that is leaching. You don't draw aggro by permablocking. PvP tanking means being the first person to jump into an enemy raid to draw their fire, debuff (maim)them, CC, threaten and harass their weak and their healers so that the rest of the raid can safely enter without being nuked at the front. You have to build your threat manually. At least in my case I also provide a forward heal point for the rest of the raid through blessing of restoration and igneous mending. I don't permablock but I do block for short periods of time to catch up to the damage I am taking and keep from dying to radiant destruction which is painted on me 100% of the time.

    PvP tanking does play an important role if used with the rest of your faction in mind. Without it you have these pew pew stand offs where no one wants to push because as soon as they become noticeable in the herd they are targeted and killed. So they sit on either side killing the random person and rezing at a tent. The only way it ends is either a surprise ball flank or a PvP tank goes in and draws the fire long enough for their faction to realize and make the push.

    Part of succeeding in that role is being able to block for short periods of time to heal back up and still have enough stamina to break free from the CC that will occur every 5 seconds. PvP raids don't hit like raid mobs, they animation cancel and they use rotations. You will take far more hits per second than a PvE raid. Without that heavy armor block reduction your stamina will get nuked at once the moment you block leaving you without enough stamina to break CC. If you can't break CC you can't heal and you die. Of course you could add the block reduction, but not without losing mitigation or crit defense. To successfully PvP tank you need to live for at least 15 seconds in the middle of a raid on your own. That is about how long it takes for a guild to notice the opening and charge, or the scattered pugs to realize they can push.

    I can last for 15-20 seconds on average in the middle of an enemy raid without permablocking now, but without that bracing passive I don't expect to last longer than 10 seconds to any competent raid because periodic blocking is essential to staying on top of the damage you are taking. It is a delicate balance between doing enough damage to be identified as a threat and living long enough to get your faction in safely. I feel that balance is seriously hindered by decoupling blocking from heavy armor. I can survive this with the blocking reduction trait, but it shouldn't be this way. I should have the option to pick my traits to suit my tanking build, not pick my traits to become a tank.
    Edited by Armitas on April 28, 2016 8:58PM
    Retired.
    Nord mDK
  • code65536
    code65536
    ✭✭✭✭✭
    ✭✭✭✭✭
    laced wrote: »
    All this talkabout trials is great, but until you get attacked by a swarm of people in pvp you dont understand how awful this change really is. Not only will I lose my stamina much quicker due to bracing being scrapped and cost of blocking being increased, but I will no longer have my impen traits on my armor due to having to replace them with sturdy, meaning i will take more damage due to crits, and run out of stamina faster.

    GG ZoS, GG indeed. How about removing the armor passive for rolling? Ya know, at least give MA the SAME treatment instead of just donkey punching HA and blocking.

    You're in the same boat as trials tanks. It's mostly the PvP duelers who think that this change is awesome.
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:
    Media: YouTubeTwitch
  • SirSilverMask
    So the change was made to get rid of bracing and replace it with wrath to help balance heavy armor and make it more viable so people can play how they want.
    Do you think that with the new changes anyone currently using light or medium armor is actually going to switch to Heavy Armor?
    Additionally, do these changes encourage anyone to start learning how to tank the hardest content in the game? Or tank in general?
  • Jade1986
    Jade1986
    ✭✭✭✭✭
    ✭✭✭
    So the change was made to get rid of bracing and replace it with wrath to help balance heavy armor and make it more viable so people can play how they want.
    Do you think that with the new changes anyone currently using light or medium armor is actually going to switch to Heavy Armor?
    Additionally, do these changes encourage anyone to start learning how to tank the hardest content in the game? Or tank in general?

    The combat team seems to be on a crusade against tanks and blocking in this game.
  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    Sorry, but everyone claiming that the changes are going to hurt tanks in PvP is so detached from reality we need a space shuttle to get you down.

    My templar is only getting stronger next patch - I'm actually happy they removed the block cost reduction because it'd be straight out overpowered otherwise.

    Saying tanking gets nerfed in trials is ok, I can understand that.
    Saying tanking gets nerfed in general I strongly disagree with, but eh - I can see why someone only looking at trials might think so.
    Saying tanking gets nerfed in PvP is just ridiculous.
    Edited by DDuke on April 28, 2016 10:04PM
Sign In or Register to comment.